248,730 Commits over 3,959 Days - 2.62cph!
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
Removed the warning for when an element in the array is null.
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method
Unit+Senses removal code tweaks
No using System.Collections.Concurrent
Run GC before the loading screen disappears (join, respawn)
Added EntityManager
Added Agent.Destroy, tweaked Unit/Agent/Group destructors
Fixed BiomeMaterialObject being added to UnitView twice
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Owl forehand dive
updated Lion-El hit source
Protobuffer CodeGenerator update
Profile PlayerLoot.SendUpdate()
Fix looting corpses from any distance
Updated rules - rewards player when health is low
created cogs and wheels, unwrapping
Entity destruction cleanup
SmartObjectManager does the same add/remove dance as UnitManager (we should centralise to an EntityManager ptrefall?)
Refactoring PlayerController radial menu callback stuff a bit to work with new RadialButton type instead of lots of bespoke delegates
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
Optimized GroupBy in Stat+Tickable and Stat+Modifiable.
our OnEntityDestroyed delegate was the reason for the crazy GC Allocations, not poor old Raycast!
Fixed warning in Gib class
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Pool allocator clear resets allocation counters
Pool allocator improvements
Log NPC deaths (debugging)
Added GC collections to server console
TimeWarning highlights if a GC occured inside it
Tweaked NPC metabolisms
Reduced aihandlerms to 5ms by default (from 50)
Hide "Skipping profile frame..." in server console
Reduced footstep effect distance (test)
Increased calorie consumption
Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
Batch all colliders after loading a save
Unity 5.2.1f1 https://unity3d.com/get-unity/update
Radial menu tinkering
Commented out log warnings in FixedArray that were killing the profiler
snow, dirt, sand decals and impact FXs.
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Reenable child collider when it leaves a collider batch